What's supported and limitations
The plugin will rebuild current scene or scenes, will convert static meshes, and will attempt to convert terrain, landscapes, and skeletal meshes to unreal format. The plugin will also attempt to recreate materials.

Currently following limitations are in place:

Only "Standard" and "Standard (Specular setup)" materials are currently supported. However, all parameters of those materials should be supported.

The plugin will attempt to transfer flags such as being static, having specific shadowcasting type, etc.

Surface shaders and custom shaders are not supported and cannot be converted. The plugin will attempt to harvest their properties, but if those properties do not match properties of standard material, The material will likely appear blacko n unreal side.

All texture formats that are not directly supported by unreal engine will be converted to png. Due to the way conversion is handled, minor data loss may occur in the process. As a result, please replace those automatically-converted textures when you can.

Reflection cubemaps used by reflection probes will be converted by similar process and may have minor dataloss. Consider replacing them when you have opportunity.

Prefabs are not currently converted into blueprints.

Empty GameObject nodes that are used for "bookkeeping" purposes will be converted into unreal 4 folders within scene view.

Due to differences of handling landscapes, 1:1 identical transfer is impossible. Maps used by terrain system will be resampled upon import, and trees will lose custom tint. The plugin will attempt to preserve grass density, but grass clump placement will differ.

The skinned mesh/character conversion is only partially supported, and upon import character may end up being split into several objects. The plugin will attempt to convert animation clips used * by the controller, but will not recreate statemachine. Artifacts are possible in converted character.

Additional limitations may apply.

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There are installation videos:

Unity side installation:

Unreal side installation:

To report problems, feel free to open issues on github.

Have fun.

update 2019/04/02:

Hello there, and long time no see.

This is not april fools, but the tool has been updated and is currently available at github under BSD license and for no charge.

Not yet watched video so maybe this explains but a few bullet points about the process, any assumptions/options/limitations/etc. would help.

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I'd advise to check the video. Just skip ahead when something takes too long in it.

There are always limitations.

Terrain currently is not being processed. I might look at this eventually.

Export is one way at the moment. Unity -> UE4. You can' transfer files back right now.

Skinned meshes are not converted. I might look into this, but this was intended as a level transfer tool, not a character transfer tool.

Particle systems are not converted, and that one most likely is not fixable, becasue unity particles are a black box.

There are differences in lighting systems between engines, so even after export result won't be identically lit. You can see it at the end of the video. UE4 lights have slightly different shape/attenuation, and emissive light from static objects doesn't bounce. Converted scene will have identical materials, though, and meshes with emissive materials will have "use emissive for light" flag set.

UE4 doesn't import tiff files. This one needs to be handled by you at the moment, might be fixed later.

Some texture maps are not currently being processsed, but this one is easily ffixable. Currently material converts albedo color, albedo texture, emissive color, emissive texture, normalmap, occlusion, it also connects specular alpha channel (smoothness for specular setup shaders and maps it properly to roughness. Specular color is also used (both color and texture) when available. Adding support for the rest of unity textures should be fairly easy.

Aside from that, you'll get meshes at the same locations, with same names, they'll be organized into folders, and you'll have corresponding assets from unity imported and properly converted into UE4. That means reconstructing materials, rotating meshes properly, etc.

Pretty much, select what you want to export in unity, export it, go to unreal, import, and go for a cup of coffee/tea while engine imports textures.

Thanks for those extra details, definitely helps. I'll watch the video later. I'd potentially be interested in a tool like this. Terrain would definitely be a huge plus if somehow could be achieved.

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IIRC there were some tools that could read terrain data in unity, so terrain conversion *might* be possible.
I just never needed to work with terrain, so I haven't looked deeply into that, and can't be sure if conversion is viable/doable.

Can't use the Unity scene in the unreal marketplace can you? Don't know, you'll have to make sure of the legal small print in using the dr charles level thing.

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Hi, not sure why this should be a legal issue, you're allowed to import/export other objects/data. How do you see this being a legal issue? Maybe I don't understand it, would like to know more about the specifics.

Me personally I am staying with Unity as I love the tool, but would like to see how things compare in Unreal.I think a exporter tool would be a very useful thing to have.

Can't use the Unity scene in the unreal marketplace can you? Don't know, you'll have to make sure of the legal small print in using the dr charles level thing.

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I'm not planning to repackage someone else's unity content for unreal marketplace, if that's what you meant.

As far as I can tell, using unity assets in UE4 project is allowed (see asset store EULA - it doesn't specify engine), plus there's absolutely no issue if people run the plugin on scenes they made themselves from scratch.

Hi, not sure why this should be a legal issue, you're allowed to import/export other objects/data. How do you see this being a legal issue? Maybe I don't understand it, would like to know more about the specifics.

Me personally I am staying with Unity as I love the tool, but would like to see how things compare in Unreal.I think a exporter tool would be a very useful thing to have.

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You can get the rough idea by looking at the end of the video. The biggest difference is that UE4 processes emissive light from materials very differently - it doesn't bounce. On the other hand reflection tech in UE4 is better than unity stock reflections.

I'm not planning to repackage someone else's unity content for unreal marketplace, if that's what you meant.

As far as I can tell, using unity assets in UE4 project is allowed (see asset store EULA - it doesn't specify engine), plus there's absolutely no issue if people run the plugin on scenes they made themselves from scratch.

You can get the rough idea by looking at the end of the video. The biggest difference is that UE4 processes emissive light from materials very differently - it doesn't bounce. On the other hand reflection tech in UE4 is better than unity stock reflections.

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Its a great conversion project, but as you and others have drawn attention to the legal aspects.
Its one year on but trying to get some legal agreement seems unlikely

Also, nobody said anything about contributing content to unreal asset store. You use it in your own project. Unity asset store eula allows use of content in different engines.

--edit--
Well, alright. From unreal EULA:

(ii) Non-Compatible Licenses

You may not combine, Distribute, or otherwise use the Licensed Technology with any code or other content which is covered by a license that would directly or indirectly require that all or part of the Licensed Technology be governed under any terms other than those of this Agreement (“Non-Compatible License”). Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License. Code or content under the following licenses, for example, are allowed: BSD License, MIT License, Microsoft Public License, or Apache License. You may not sublicense the Licensed Technology under a Non-Compatible License.

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The project is under zlib license, which does not fall under "non-compatbile licenses" category.

If you were talking about this section:

9. Feedback and Contributions

If you provide Epic with any Feedback, Epic is free to use the Feedback however it chooses. If you make any Contribution available to Epic

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Then I haven't submitted anything to epic games. So as far as I can tell, there's no new problem with unreal EULA.

Besides, restricting people form using 3rd party tools would've been suicide for unreal engine.

Digital ApeModerator

I would export just the heightmap and splatmap textures, then work from there. Accessing these are covered by tuts online / unity docs. This is the highest resolution method you can use, although you may need to resize the textures to power of 2, as Unity adds a pixel border along x and y.

Thank you very much. I just was migrating from Unity to Unreal and I was searching info about how to migrate characters. I found your plugin, I hope it will be very usefull to me. Continue with this works. Regards!

I was thinking about this some more, why would anyone want to go from Unity to UE4? What are the advantages?

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@khos , Unity is very limited, believe me. When you try to make a great project, Unity cannot ..... performance problems, editor constantly drops .... etc ...
By example, if you have a scene with a lot of vegetation Unity has pikes of performance.
No matter if you buy assets to solve that problems, the assets doesn't work well ...
Another example, the pixelation of terrain. In Unity you have to buy assets, in Unreal not, it works well, the same quality of terrains as the professional videogames.
Unreal haven't that problems. Unreal is far superior. If you want to make a good videogame, you need to pass to Unreal.
I have been working with Unity for 7 years, and I tried to not have to pass to Unreal, I didn't want to pass to C++, less complete marketplace, ...etc ... but it is an error.

Oops...

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